GM Sphen Rise of the Runelords: (Clever Subtitle)

Game Master Sphen86

Maps
LOOT SHEET


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Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

Tarphrex laughs triumphantly at the foolish mortal that has approached him so callously before trying to stab the man with his shortspear.

Attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Including flank from Sherman if he threatens

Damage: 1d4 - 1 ⇒ (2) - 1 = 1


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

Trying his best to ignore the cultist suddenly in their middle, Sherman concentrates on the one in stairs, before he clears his head from the "curse". Now, it's time for a real curse..

"You think that's bad?" The priest asks, with a smile that is almost sad. He points one blackened hand toward the cultist, sharing the curse that caused all that with the poor man.
Defensive casting DC19: 1d20 + 11 ⇒ (14) + 11 = 25

DC17 will save (still rolling twice, taking worse). On failure -4 on weapon attack rolls for 6 minutes. After this roll feign curse stops working.


Farmageddon

@"Zenaida": Your swing clears out the enemy in front of you, cutting down Red Dash.

@Loth: You turn your swings onto the enemy who's snuck into your midsts, cutting into that one as well.

@Quinn: Solid Purple Reflex Save: 1d20 + 6 ⇒ (12) + 6 = 18
The cultist on the stairs goes down, its body sliding back down the stairwell. The one in the middle, however, manages to dodge the splash damage entirely.

@Tarphrex: Let's find out if you hit....

@Sherman: Do you threaten for flanking? Do you have a weapon out at this moment?

@Sherman 2: Your initial target has been vanquished. Would you like to target a different cultist? Or change your action?


Farmageddon

So there are 3, count 'em 3, cultists in the pit. That spell doing its work.
One outside the pit and still fighting.
One in the middle of the group, which seemed like a good idea at the time.
One cultist in the back of the room, tangled up and frustrated.
One cultist unaccounted for this whole time.

An invisible cult leader.
A lightning elemental above the alchemist and sorcerer.


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

I didn’t state Sherman drew a weapon, and given his penalties it’s unlikely he’ll wield one. So not threatening. For the spell, pick a new target: the cultist in the middle of the group.


Farmageddon

So, without flanking from Sherman, Tarphrex's spear attack misses.

Just need Alain to take his action and we'll be off to the races once again.


Farmageddon

---Alain, Bot---
Alain will attack at the cultist Red Dot/Dash...
Sword: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 8 ⇒ (10) + 8 = 18
Mischance: 1d100 ⇒ 19
...Alain hits him real good. Ouch. That hurts.


Farmageddon

---Cultists, Part 1---
(There's not a lot of these folks left.)
Red Dot&Dash takes a quick step to their left and tries to hit Alain with some sneak attack...
Attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
...misses, then as a move action activates their copy cat ability (50% miss chance).

Red Dots moves into a corner of the room where you cannot see them, hiding it from sight.

GM Roll:
Thing: 1d20 + 3 ⇒ (7) + 3 = 10

Then, Red D&D needs to save vs. the pit...
REF: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
...and misses the save by a single point, sending them careening into the void...
Fall Damage: 2d6 ⇒ (1, 2) = 3
...where they fall, unmoving.

PART 1 OF 3


Farmageddon

---Cultists, Part 2---
The three remaining cultists that are also in the pit stand (move action) and stow their weapons (also move action).
The one still on the solid floor tries to kill the Kobold in hopes of getting its allies out of said pit...
War Razor: 1d20 + 5 ⇒ (10) + 5 = 15
...but fails to make contact.
It then activates its copy cat ability (50% miss chance).

Anyone who passes a DC 20 Perception check, with a -10 for the situation, can hear the following....

DC 20 Perception Check:
More booted footsteps from the stairs. Your mind flashes back to the workers in the basement and the one unaccounted for cultist....

PART 2 OF 3


Farmageddon

---IRONBRIAR---
There is the sound of spell casting from further into the room, but with no visilbe affect. It seems someone is using their invisibility for all its worth while they can....

_______

LIGHTNING ELEMENTAL ROUND 2
Having recieved no other commands and with no one attacking it, the elemental continues its assault on Tarphrex...
Slam: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
...but Quinn manages to shove it just far enough for Tarphrex to dodge the blow.

PART 3 OF 3

The group is up once again. The numbers of enemies are dwindling, but the mooks are the only ones being dealt with so far. What will you do?


Male human Paladin / Oracle of battle 3 / 3| HP:13/49 | AC: 19 / T: 11 / FF: 18 Currently: 20 /, Resist: X, Immune: Fear, Disease| Fort: +9, Ref: +6, Will: +9 | Init: +2 {Warsight roll twice}, Perception: +4

Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 8 ⇒ (4) + 8 = 12

Alain will keep attacking

Sorry busy week distracting me


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

Zenaida says, "Tarphrex, come out of the corner. Trade me places!"

And she readies an action to step into the corner square.

Tarphrex complies, making himself extra small to cringe against the wall and let the armored woman past.

I will do something else if the mechanics don't allow it, but it seemed logical.

In Common, he calls out, "The dragon knows tasty people hide in pit. He waits to destroy the first one out..."

Would this be a bluff?: 1d20 + 7 ⇒ (10) + 7 = 17 An intimidate check would be four points lower.


Male NG Halfling Unchained Rogue 6 | HP:-4/46 | AC: 20 (14 Tch, 17 Fl) | CMB: 2, CMD: 15 | F: +5, R: +10, W: +4; +2 vs fear effects | Init: +4 | Perc: +11, Sense Motive +6 Stealth +15 | Speed 30ft | Sneak Attack 3d6 | Active conditions: STR damage 1 | Ammo: 12 arrows | Danger Sense +2

First of all...

Perception: 1d20 + 11 - 10 ⇒ (8) + 11 - 10 = 9

Seeing Red Dots move from sight, and that the situation here is likely under control, Loth gives chase. Double move


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

To be clear, I have not moved the tokens as I'm waiting for approval of my action before I do so. This feels like an area where the mechanics can be fiddly and I want the GM's OK before I follow through.


Farmageddon

@Tarphrex: With Zenaida using a standard action to do this, I will say it is A-Ok to have the Tarphrex and Zenaida switch spots.


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

OK, Tarphrex moves past his pit into the room, concerned about Loth being out of sight. Zenaida readies her shield - but she can't get an AC bonus because she lacks the standard action to do so.


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

BTW, Did the purple cultist next to Sherman make or fail the save for the redirected Oracle's burden spell last round?

Also, rules-wise, could I cast flaming sphere into the pit?


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:
Sherman Blake wrote:
Also, rules-wise, could I cast flaming sphere into the pit?

Priceless. I vote yes!


Farmageddon

@Sherman: A fantastic question, and one that will come into play since there are AoO in play....
Will Save: 1d20 + 4 ⇒ (20) + 4 = 24
.... The cultist does save, and I apologize for missing that the first time around.

@Tarphrex: I do believe it would be an Intimidate check, presuming you do intend to cause them harm. Which, why wouldn't you? They're trying to kill you.

@Loth: You can roll Acrobatics to avoid an AoO from the cultist behind you, it is a -5 penalty to move at full speed while tumbling.

@Sherman 2: You can only cast flaming sphere into a square you can see. So to cast it at the bottom of the pit would mean standing on the edge of the pit and risking falling in yourself.
You can, however, cast it near the edge (or above the hole) and move the sphere down. It stops as soon as it enters a creature's square, so you don't need to see the creature to target it. And in future rounds, just kinda swish it around down there like stirring lemonade.


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:
GM Sphen wrote:
@Tarphrex: I do believe it would be an Intimidate check, presuming you do intend to cause them harm. Which, why wouldn't you? They're trying to kill you.

With that roll, an Intimidate check would be a 13.

@Loth: You can roll Acrobatics to avoid an AoO from the cultist behind you, it is a -5 penalty to move at full speed while tumbling.

GM Sphen wrote:
You can, however, cast it near the edge (or above the hole) and move the sphere down. It stops as soon as it enters a creature's square, so you don't need to see the creature to target it. And in future rounds, just kinda swish it around down there like stirring lemonade.

THIS! Bwahahaha!


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

Right, flaming, swishing, sphere it is, then...

Sherman steps away from the blades of the purple cultist, and begins spellcasting. He thinks it's time for some fire magic, and conjures a globe of flames in existence. Then, slowly the sphere starts starts to towards, and finally down to, the pit where some of the cultists are trapped.

Fire damage, DC17 ref save to negate: 3d6 ⇒ (4, 3, 3) = 10


Buffs:
Ant Haul, Monkey Fish, Prot Evil
| HP: 51 (-32) | AC 22, Tch 15, Fl 18/+2 vs evil | CMD: 18 | F: +9, R: +10, W: +2 (+2 vs Fear) | Speed 30ft | Bombs: 1/10; Mutagen (Str) 0/1 | Elixirs 1st: 1/5 +1; 2nd: 1/4 | Perc: +5, SM: -1 | Init: +4

Nearly loosing his grip, Quinn clings tightly as Tarphrex dashes further into the room. Glacing behind the great dragon, Quinn takes aim with his bow and fires it back from whence they came.

As the arrow soars over the pit, Quinn whispers to the kobold "That pit of yours will stick around for a while longer, right...?" Sudden thoughts of enemies popping out of the ground filling his tiny head.

+1 Adaptive Composite Darkwood Longbow vs Solid Purple: 1d20 + 10 + 1 + 1 + 1 ⇒ (8) + 10 + 1 + 1 + 1 = 21 for Piercing: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 (x3) 110ft

Move action hold on tight, standard shoot


Male NG Halfling Unchained Rogue 6 | HP:-4/46 | AC: 20 (14 Tch, 17 Fl) | CMB: 2, CMD: 15 | F: +5, R: +10, W: +4; +2 vs fear effects | Init: +4 | Perc: +11, Sense Motive +6 Stealth +15 | Speed 30ft | Sneak Attack 3d6 | Active conditions: STR damage 1 | Ammo: 12 arrows | Danger Sense +2

I will take that, thank you very much

Acrobatics: 1d20 + 13 - 5 ⇒ (5) + 13 - 5 = 13

That doesn't look too promising...


Farmageddon

@Sherman:
Reflex Save: 1d20 + 6 ⇒ (10) + 6 = 16
You hear a scream of pain and smell the burning of fabric and flesh.

@Quinn:
Mischance: 1d100 ⇒ 35
Your arrow finds its mark, but it turns out to be the wrong mark, destroying the image in its place.

@Loth: If it weren't for the -5, you'd have made it.
AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
But only to the tune of 3 damage. So not that horrible.

@Tarphrex: The elemental is going to strike at you for the same reason...
Slam: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Confirmation: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d4 ⇒ 4 and Electricity Damage: 1d4 ⇒ 2
...Tarphrex takes 6 damage.

____

And I think that is everyone...


Farmageddon

---Cultists part 1---
Let's begin with the one next to Loth. It raises up the war razor, but not to strike. Instead, rolling energy burts forth, sapping your strength and life away....
Loth Will Save: 1d20 + 4 ⇒ (7) + 4 = 11
Tarphrex Will Save: 1d20 + 5 ⇒ (5) + 5 = 10
Quinn Will Save: 1d20 + 2 ⇒ (13) + 2 = 15
Channel Negative Energy: 1d6 ⇒ 5
Luckily, the DC is so low that you ALL pass for half damage, only taking 2 each.
Then it activates its copycat ability, creating a duplicate of itself.

The one in the hole, Green Dots, tries to climb out...
Climb Check: 1d20 + 7 ⇒ (5) + 7 = 12
...and then tries again...
Climb Check: 1d20 + 7 ⇒ (5) + 7 = 12
... and fails both times.


Farmageddon

---Cultists part 2---
Purple dash will also try to climb out of the hole, or at least off the ground and away from the fire...
Climb Check: 1d20 + 7 ⇒ (20) + 7 = 27
Climb Check: 1d20 + 7 ⇒ (12) + 7 = 19
it scrambles up 5 feet, only to fall back down again.

Solid Purple is up there, holding the line, being the best dang cultist it can be. A real tenacious goon. And it is going to try and kill Sherman...
War Razor: 1d20 + 5 ⇒ (13) + 5 = 18
...And if it were a little higher up, it would have gotten the higher ground bonus and would have hit. As it is, it simply misses, cutting a small hole into Sherman's robes.
It then activates its copy cat ability.

__________

@Sherman:
Speaking of you, Sherman can hear booted steps pounding up the stair case...


Farmageddon

---Ironbriar---
Ironbriar prepares an action....

__________

Elemental:
Its previous target gone, but now with an armored target before it, it slams down at Zenaida...
Slam: 1d20 + 5 + 1 + 3 ⇒ (3) + 5 + 1 + 3 = 12
...but won't be able to do much with a 3 on the die. It's like it can sense what's about to happen and isn't pleased.

__________

Speaking of which, a prepared action on the trigger of "the summoned creature tries another attack" goes.
Ironbriar appears in the far corner of the room, above where the stairs dip down, holding an unholy symbol before him, as waves of dark energy flood the room....
Sherman Will Save: 1d20 + 8 ⇒ (8) + 8 = 16
Sherman Alain Save: 1d20 + 9 ⇒ (11) + 9 = 20
Sherman Zenaida Save: 1d20 + 7 ⇒ (17) + 7 = 24
Elemental Will Save: 1d20 + 0 ⇒ (20) + 0 = 20
Channel Energy: 3d6 ⇒ (6, 6, 6) = 18
...and you all make the save, but still take 9 damage as he gets a perfect 666 on his negative energy.
And then he activates his own copycat ability....


Farmageddon

The party is up, and the boss has entered the fray. What's the next step?


Male human Paladin / Oracle of battle 3 / 3| HP:13/49 | AC: 19 / T: 11 / FF: 18 Currently: 20 /, Resist: X, Immune: Fear, Disease| Fort: +9, Ref: +6, Will: +9 | Init: +2 {Warsight roll twice}, Perception: +4

Maps a tad confusing so I don't know where things are positioned, which one are we on? Alains trying to move to Iron briar and begin his favorite pass time, throwing these holy hands and Smiting


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

@Alain - look for the one with a white square (Tarphrex’ pit) with two cultists and a sun inside. For me, it’s second-to-last in the slideshow of maps.


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

Note: start of Sherman's turn, Zenaida, Loth, Tarphrex and Quinn will heal 5hp each, and Sherman will take 20hp damage. I'll see if others can remove the purple goon before deciding my action


Male NG Halfling Unchained Rogue 6 | HP:-4/46 | AC: 20 (14 Tch, 17 Fl) | CMB: 2, CMD: 15 | F: +5, R: +10, W: +4; +2 vs fear effects | Init: +4 | Perc: +11, Sense Motive +6 Stealth +15 | Speed 30ft | Sneak Attack 3d6 | Active conditions: STR damage 1 | Ammo: 12 arrows | Danger Sense +2

Right as he tries to grit his teeth through the pain of the last few attacks, he feels his injuries heal. He turns to glance at Sherman, seeing him take the pain for himself. He almost pauses to think, but now's not the time.

Alright, that makes for a net zero damage this turn, thanks Sherman

Having closed the gap and resisted the channel, Loth moves to attack!

Enchanted Shortsword: 1d20 + 6 ⇒ (1) + 6 = 7
Medium Dagger: 1d20 + 5 ⇒ (9) + 5 = 14
Copycat miss chance: 1d100 ⇒ 27

Shortsword Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Dagger Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Copycat miss chance: 1d100 ⇒ 68

no waaaaaaaaaaay


Male human Paladin / Oracle of battle 3 / 3| HP:13/49 | AC: 19 / T: 11 / FF: 18 Currently: 20 /, Resist: X, Immune: Fear, Disease| Fort: +9, Ref: +6, Will: +9 | Init: +2 {Warsight roll twice}, Perception: +4

Alain will side step and attack the Cultist next to Sherman, begining to make his way toward Ironbriar

attack: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d10 + 8 ⇒ (7) + 8 = 15


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

Zenaida slides around Alain, ignoring the elemental, to threaten the cultist threatening Sherman. If she can drop him, Alain can focus on the Justice.

Attacking Red Dash: 1d20 + 8 ⇒ (12) + 8 = 20

Longsword damage: 1d8 + 3 ⇒ (7) + 3 = 10

Miss chance, higher is better: 1d100 ⇒ 57


Farmageddon

@Alain: Looks like you figured out the correct map with Tarphrex's aid (thank you Tarphrex).
But, just for everyone's clarity, Justice Ironbriar has put himself in the corner of the room above the downward stairs. So, sans some climbing or amazing jumping, he can only be reached (in melee) by going around the railing. There is only space for a single creature to approach him at this time.

@Loth: Because the cultist you are facing is entangled still, your dagger hits and does damage, driving the point into its side. It is still alive, but you hit it.

@Alain 2: Miss chance: 1d100 ⇒ 15
The sword crashes through the image.

@Zenaida: The elemental attacks as Zenaida moves...
AoO: 1d20 + 5 + 1 + 3 ⇒ (10) + 5 + 1 + 3 = 19
... but misses the slam.
And then Zenaida cuts down the cultist.

__________

Alain burst the cultist's image, clearing the way for Zenaida to burst the cultist.
Loth stabs into the cultist he is facing, drawing a gout of blood.
The casters have yet to act, but they now have a clear path with the only cutltist not in a pit tied up by Loth. What do you do?


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

Are there walls affecting line of sight? Or can everyone see everyone at this point?


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

Sherman winces and looks much paler as his life force flows into his allies. Most of the enemies now taken out, the Reverend think his friends can now manage - and cuts off the life link.

Now that Ironbriar is visible again, it's time to focus on him. Sherman steps back up the last few stairs, and conjures fore fire magic, this time a scorching ray to strike the enemy.

Scorching ray: 1d20 + 6 ⇒ (7) + 6 = 13 vs touch ac
damage: 4d6 ⇒ (3, 2, 5, 5) = 15

At the same time, the priest keep half a mind on his flaming sphere, and keeps rolling it around the pit.

Fire damage, DC17 ref save to negate: 3d6 ⇒ (1, 6, 1) = 8


Buffs:
Ant Haul, Monkey Fish, Prot Evil
| HP: 51 (-32) | AC 22, Tch 15, Fl 18/+2 vs evil | CMD: 18 | F: +9, R: +10, W: +2 (+2 vs Fear) | Speed 30ft | Bombs: 1/10; Mutagen (Str) 0/1 | Elixirs 1st: 1/5 +1; 2nd: 1/4 | Perc: +5, SM: -1 | Init: +4

With a shriek of pain, Quinn turns to the closest enemy, "Why I oughta..."

Taking a deep breath, he centers himself, holding tightly to the scales. 'Master Loth has that one under control. Don't lose your temper...'

Sighting in the elemental, he sighs and looses an arrow.

+1 Adaptive Composite Darkwood Longbow: 1d20 + 10 + 1 + 1 + 1 ⇒ (11) + 10 + 1 + 1 + 1 = 24 for Piercing: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4 (x3) 110ft

Move action hold on, standard shoot elemental


Farmageddon

@Tarphrex: The walls next to Loth and Cultist are there. So those two are seperate from most of the room. Those same walls are giving Ironbriar some cover from you and Quinn.
And, of course, the cultists in the pit are generally out of sight.

@Sherman: Your ray hits the wall behind Ironbriar, splashing flames and sending sparks raining down past him as they fizzle out.

@Sherman 2: Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22
Some shouts from the hole, but not of pain this time.

@Quinn: Your arrow takes the elemental, which flips off Ironbriar as it "dies".


Kobold LN SOR 6, Small humanoid (reptilian) | 32/32 hp | AC 13 (T 13, FF 11) | CMB +1 | CMD 13 | F3/R4/W6, +4 vs sleep or paralysis | Init +2 | Perc +5 | Defenses Trap Sense +1, Resist Acid 5 | Breath 0/1 | Trap Rune 7/7 | Spells 1st 4/7, 2nd 4/6, 3rd 3/3 | Conditions:

Tarphrex steps over to get a better angle on the baddest of the bad men. "Mighty archer, friend Quinn!"

The tiny dragon manipulates the air, conjuring up a set glowing green spheres that he sends winging unerringly toward Ironbriar.

Magic Missile: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13


Farmageddon

@Tarphrex: The missles steak forward, (I picture them like the dragon rockets from the animated Mulan movie, but magic) weaving through the railing and striking Ironbriar full on.

My turn....


Farmageddon

---Cultists part 1---
Green dots continues to try and climb out....
Climb: 1d20 + 7 ⇒ (19) + 7 = 26
Climb: 1d20 + 7 ⇒ (11) + 7 = 18
... makes it up 5 feet, then falls back down.

Red Dots will trade blows with Loth...
War Razor: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
... and then activate its copycat ability.

Though they wear masks, and do not speak, there is an air of desperation about these cultists. They had you well outnumbered, but you have won through so far.

And I'm going to toss Purple dash in here as well as they also try to climb...
Climb: 1d20 + 7 ⇒ (5) + 7 = 12
Climb: 1d20 + 7 ⇒ (12) + 7 = 19
... and fail to find any sort of purchase.

PART 1 OF 3


Farmageddon

---Ironbriar---
Knowing his chances are still best served with his current strategy, he will channel for a 2nd time....
Sherman Will Save: 1d20 + 8 ⇒ (15) + 8 = 23
Alain Will Save: 1d20 + 9 ⇒ (14) + 9 = 23
Zenaida Will Save: 1d20 + 7 ⇒ (19) + 7 = 26
Negative Energy: 3d6 ⇒ (1, 2, 5) = 8
.... and another set of great saves reduces all of your damage to 4.
And then Ironbriar reactivates his copycat ability.

PART 2 OF 3

(As I looked back at Ironbriar's last actions, I noticed how I messed up the saves. They still make sense, but I labeled them really screwy.)


Farmageddon

---....---

@Sherman:
You can see the cultists on the level below you all, casting spells upon themselves. There are 5 of them.

PART 3 OF 3


Male N Human Oracle 6 | HP:62/62 | AC: 17(12 Tch, 15 Fl) 19(14 Tch, 17 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +6 F:+7,R:+6,W:+8 | Init: +2 | Perc: +1, SM: +1 Darkvision 60ft | Speed 30ft | Touch of madness 8/8 |Spells: 1st 8/8; 2nd 6/6; 3rd 4/4 | Active conditions:

"More enemies coming up! At least five of them!" Sherman warns the others. Before stepping away from the stairs, he projects the madness of his visions into Ironbriar.

Gift of madness: DC18 will save or confused for one round

All the while he keeps his mind concentrated on the flaiming sphere in the pit, bouncing it around,

fire damage, DC17 ref to negate: 3d6 ⇒ (6, 6, 5) = 17


Farmageddon

Ironbriar Will Save: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Reflex Save: 1d20 + 6 ⇒ (4) + 6 = 10

While Ironbriar is unshaken by the spell, you do get to hear another scream of pain from the pit.

Another cultist is downed with a great damage roll.


Male NG Halfling Unchained Rogue 6 | HP:-4/46 | AC: 20 (14 Tch, 17 Fl) | CMB: 2, CMD: 15 | F: +5, R: +10, W: +4; +2 vs fear effects | Init: +4 | Perc: +11, Sense Motive +6 Stealth +15 | Speed 30ft | Sneak Attack 3d6 | Active conditions: STR damage 1 | Ammo: 12 arrows | Danger Sense +2

"Another FIVE? Look at these guys crawling out of the woodwork!"

Heh.

Loth focuses down his opponent, hopefully taking him down for good.

Enchanted Shortsword: 1d20 + 6 ⇒ (7) + 6 = 13
Medium Dagger: 1d20 + 5 ⇒ (19) + 5 = 24
Copycat miss chance: 1d100 ⇒ 53

Shortsword Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Dagger Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Copycat miss chance: 1d100 ⇒ 7


Buffs:
Ant Haul, Monkey Fish, Prot Evil
| HP: 51 (-32) | AC 22, Tch 15, Fl 18/+2 vs evil | CMD: 18 | F: +9, R: +10, W: +2 (+2 vs Fear) | Speed 30ft | Bombs: 1/10; Mutagen (Str) 0/1 | Elixirs 1st: 1/5 +1; 2nd: 1/4 | Perc: +5, SM: -1 | Init: +4

Sorry all. I went complete space cadet this week. :-/

Eyes going wide, Quinn frowns. 'Did he say 5 more?! What have I got myself into?!

Gripping the scales tightly, he shakes his head. "I can't do this. I'm just a student of history..." mumbles the tiny man. Shakily, he pulls out the vial with the skull. Eyeing it with concern, he whispers "OK. You're up...don't let me down"

Upending the black liquid, he chokes it down. Nearly immediately, his eyes narrow, his skin thickens, amd his muscles seem to vibrate within. A deeper voice calls out "It's about time you let me take over."

With a cruel smile and a new sense of confidence, he again surveys the battlefield. "Been a long time since I've been allowed to enjoy myself."

Move action hold on. Standard, drink mutagen


Botting Guide

TarphrexBot

The mighty dragon sensing something changing in his parrot glances towards Quinn. The expected attack lacking, he shrugs. "Archer, you shoot bad man." he offers helpfully. "You see it ok?"

See two Ironbriars, the might dragon sends another wave of dragon balls flying through the air.

magic missile: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10 vs Ironbriar
I know you're getting low on 1st Level spells but these missiles seem to be working really well on him so far


Botting Guide

ZenaidaBot

Seeing the what seems like death swimming in Sherman's eyes, the warpriest reaches out to channel the divine.

Fervor Sherman: 2d6 ⇒ (3, 1) = 4

Eyeing the landing at the top of the stairs, her sword in hand, she prepares to continue the fight.

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